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[Repost][Tutorial] Dragon's Dogma Full Save Editing by Idlehands88
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    Xenoith is offline
    Join Date : Oct 2011
    Location : Drangleic
    Posts : 145
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    [Repost][Tutorial] Dragon's Dogma Full Save Editing by Idlehands88

    Here's a repost of the old thread, just without the tons of pages to flip through, All credit goes to Idlehands88 for this tutorial. I'm just reposting it to keep the thread fresh with the release of DD: Dark Arisen and so people don't need to flip through about 40+ Pages to get information, could someone post the updated IDs? I'll be moving everything of importance from the old thread to this one.

    Here's the old thread - http://www.360haven.com/forums/threa...l-save-editing

    Same rules apply that were in the old thread. I'll be bumping this thread a lot to move the post that need to be moved.


    Quote Originally Posted by Idlehands88 View Post
    Hey guys I'm making a new topic so that I can display all known modding knowledge for this game in 1 post and not have it on a random page in the other threads.

    dmca Do not post this on any other website without my permission!!!


    Level, Vocation and Vocation Rank:
    Code:
    <u8 name="mLevel" value="#"/> - Max value = 200
    <u8 name="mJob" value="#"/> - Vocation Selected - Max value = 10
    <array name="mJobLevel" type="u8" count="10">
    <u8 value="#"/> - Vocation Rank Fighter - Max value = 9
    <u8 value="#"/> - Vocation Rank Strider - Max value = 9
    <u8 value="#"/> - Vocation Rank Mage - Max value = 9
    <u8 value="#"/> - Vocation Rank Mystic Knight - Max value = 9
    <u8 value="#"/> - Vocation Rank Assassin - Max value = 9
    <u8 value="#"/> - Vocation Rank Magick Archer - Max value = 9
    <u8 value="#"/> - Vocation Rank Warrior - Max value = 9
    <u8 value="#"/> - Vocation Rank Ranger - Max value = 9
    <u8 value="#"/> - Vocation Rank Sorcerer - Max value = 9
    <u8 value="#"/> - Vocation Rank UNKNOWN - Max value = 9
    </array>

    Skill and Augments:
    Code:
    <array name="mSkillLv1" type="u32" count="14"> - Skills for Primary Weapons
    <u32 value="#"/> - Set to 4294967295 to unlock all skills
    <u32 value="#"/> - Set to 4294967295 to unlock all skills
    <u32 value="#"/> - Set to 4294967295 to unlock all skills
    <u32 value="#"/> - Set to 4294967295 to unlock all skills
    <u32 value="#"/> - Set to 4294967295 to unlock all skills
    <u32 value="#"/> - Set to 4294967295 to unlock all skills
    <u32 value="#"/> - Set to 4294967295 to unlock all skills
    <u32 value="#"/> - Set to 4294967295 to unlock all skills
    <u32 value="#"/> - Set to 4294967295 to unlock all skills
    <u32 value="#"/> - Set to 4294967295 to unlock all skills
    <u32 value="#"/> - Set to 4294967295 to unlock all skills
    <u32 value="#"/> - Set to 4294967295 to unlock all skills
    <u32 value="#"/> - Set to 4294967295 to unlock all skills
    <u32 value="#"/> - Set to 4294967295 to unlock all skills
    </array>
    <array name="mSkillLv2" type="u32" count="14"> - Skills for Secondary Weapons
    <u32 value="#"/> - Set to 4294967295 to unlock all skills
    <u32 value="#"/> - Set to 4294967295 to unlock all skills
    <u32 value="#"/> - Set to 4294967295 to unlock all skills
    <u32 value="#"/> - Set to 4294967295 to unlock all skills
    <u32 value="#"/> - Set to 4294967295 to unlock all skills
    <u32 value="#"/> - Set to 4294967295 to unlock all skills
    <u32 value="#"/> - Set to 4294967295 to unlock all skills
    <u32 value="#"/> - Set to 4294967295 to unlock all skills
    <u32 value="#"/> - Set to 4294967295 to unlock all skills
    <u32 value="#"/> - Set to 4294967295 to unlock all skills
    <u32 value="#"/> - Set to 4294967295 to unlock all skills
    <u32 value="#"/> - Set to 4294967295 to unlock all skills
    <u32 value="#"/> - Set to 4294967295 to unlock all skills
    <u32 value="#"/> - Set to 4294967295 to unlock all skills
    </array>
    <array name="mAbility" type="s8" count="6"> - Augments
    <s8 value="#"/> Look at Spoiler below for Augment ID's
    <s8 value="#"/> Look at Spoiler below for Augment ID's
    <s8 value="#"/> Look at Spoiler below for Augment ID's
    <s8 value="#"/> Look at Spoiler below for Augment ID's
    <s8 value="#"/> Look at Spoiler below for Augment ID's
    <s8 value="#"/> Look at Spoiler below for Augment ID's
    </array>
    AUGMENT ID LIST:
    Code:
    0 - Fitness
    1 - Sinew
    2 - Egression
    3 - Prescience
    4 - Exhilaration
    5 - Vehemence
    6 - Vigilance
    10 - Leg-Strength
    11 - Arm-Strength
    12 - Grit
    13 - Damping
    14 - Dexterity
    15 - Eminence
    16 - Endurance
    20 - Infection
    21 - Equanimity
    22 - Beatitude
    23 - Perpetuation
    24 - Intervention
    25 - Attunement
    26 - Apotropaism
    30 - Adamance
    31 - Periphery
    32 - Sanctuary
    33 - Restoration
    34 - Retribution
    35 - Reinforcement
    36 - Fortitude
    40 - Watchfulness
    41 - Preemption
    42 - Autonomy
    43 - Bloodlust
    44 - Entrancement
    45 - Sanguinity
    46 - Toxicity
    50 - Resilience
    51 - Resistance
    52 - Detection
    53 - Regeneration
    54 - Allure
    55 - Potential
    56 - Magnitude
    60 - Temerity
    61 - Audacity
    62 - Proficiency
    63 - Ferocity
    64 - Impact
    65 - Bastion
    66 - Clout
    70 - Trajectory
    71 - Morbidity
    72 - Precision
    73 - Stability
    74 - Efficacy
    75 - Radiance
    76 - Longevity
    80 - Gravitas
    81 - Articulacy
    82 - Conservation
    83 - Emphasis
    84 - Suasion
    85 - Acuity
    86 - Awareness
    91 - Suasion
    92 - Thrift
    93 - Weal
    94 - Renown


    Equipped Items:
    Code:
    <array name="mEquipItem" type="class" count="11">
    <class type="sItemManager::cITEM_PARAM_DATA"> - Primary Weapon
    <s16 name="data.mNum" value="#"/> - Item Quantity 1
    <s16 name="data.mItemNo" value="#"/> - Item ID
    <u32 name="data.mFlag" value="#"/> - Item Level/Tier - Tier ID list below
    <u16 name="data.mChgNum" value="0"/> - UNKNOWN
    <u16 name="data.mDay1" value="#"/> - Item Quantity 2 - 2, 3 and 4 HAVE to equal Item Quantity 1
    <u16 name="data.mDay2" value="#"/> - Item Quantity 3 - 2, 3 and 4 HAVE to equal Item Quantity 1
    <u16 name="data.mDay3" value="#"/> - Item Quantity 4 - 2, 3 and 4 HAVE to equal Item Quantity 1
    <s8 name="data.mMutationPool" value="0"/> - UNKNOWN
    <s8 name="data.mOwnerId" value="#"/> - Who the Item belongs to, 0= Main Character, 1= Main Pawn, etc.
    <u32 name="data.mKey" value="0"/> - UNKNOWN
    </class>
    <class type="sItemManager::cITEM_PARAM_DATA"> - Secondary Weapon
    <s16 name="data.mNum" value="#"/> - Item Quantity 1
    <s16 name="data.mItemNo" value="#"/> - Item ID
    <u32 name="data.mFlag" value="#"/> - Item Level/Tier - Tier ID list below
    <u16 name="data.mChgNum" value="0"/> - UNKNOWN
    <u16 name="data.mDay1" value="#"/> - Item Quantity 2 - 2, 3 and 4 HAVE to equal Item Quantity 1
    <u16 name="data.mDay2" value="#"/> - Item Quantity 3 - 2, 3 and 4 HAVE to equal Item Quantity 1
    <u16 name="data.mDay3" value="#"/> - Item Quantity 4 - 2, 3 and 4 HAVE to equal Item Quantity 1
    <s8 name="data.mMutationPool" value="0"/> - UNKNOWN
    <s8 name="data.mOwnerId" value="#"/> - Who the Item belongs to, 0= Main Character, 1= Main Pawn, etc.
    <u32 name="data.mKey" value="0"/> - UNKNOWN
    </class>
    <class type="sItemManager::cITEM_PARAM_DATA"> - Clothing (Shirt)
    <s16 name="data.mNum" value="#"/> - Item Quantity 1
    <s16 name="data.mItemNo" value="#"/> - Item ID
    <u32 name="data.mFlag" value="#"/> - Item Level/Tier - Tier ID list below
    <u16 name="data.mChgNum" value="0"/> - UNKNOWN
    <u16 name="data.mDay1" value="#"/> - Item Quantity 2 - 2, 3 and 4 HAVE to equal Item Quantity 1
    <u16 name="data.mDay2" value="#"/> - Item Quantity 3 - 2, 3 and 4 HAVE to equal Item Quantity 1
    <u16 name="data.mDay3" value="#"/> - Item Quantity 4 - 2, 3 and 4 HAVE to equal Item Quantity 1
    <s8 name="data.mMutationPool" value="0"/> - UNKNOWN
    <s8 name="data.mOwnerId" value="#"/> - Who the Item belongs to, 0= Main Character, 1= Main Pawn, etc.
    <u32 name="data.mKey" value="0"/> - UNKNOWN
    </class>
    <class type="sItemManager::cITEM_PARAM_DATA"> - Clothing (Pants)
    <s16 name="data.mNum" value="#"/> - Item Quantity 1
    <s16 name="data.mItemNo" value="#"/> - Item ID
    <u32 name="data.mFlag" value="#"/> - Item Level/Tier - Tier ID list below
    <u16 name="data.mChgNum" value="0"/> - UNKNOWN
    <u16 name="data.mDay1" value="#"/> - Item Quantity 2 - 2, 3 and 4 HAVE to equal Item Quantity 1
    <u16 name="data.mDay2" value="#"/> - Item Quantity 3 - 2, 3 and 4 HAVE to equal Item Quantity 1
    <u16 name="data.mDay3" value="#"/> - Item Quantity 4 - 2, 3 and 4 HAVE to equal Item Quantity 1
    <s8 name="data.mMutationPool" value="0"/> - UNKNOWN
    <s8 name="data.mOwnerId" value="#"/> - Who the Item belongs to, 0= Main Character, 1= Main Pawn, etc.
    <u32 name="data.mKey" value="0"/> - UNKNOWN
    </class>
    <class type="sItemManager::cITEM_PARAM_DATA"> - Helmet
    <s16 name="data.mNum" value="#"/> - Item Quantity 1
    <s16 name="data.mItemNo" value="#"/> - Item ID
    <u32 name="data.mFlag" value="#"/> - Item Level/Tier - Tier ID list below
    <u16 name="data.mChgNum" value="0"/> - UNKNOWN
    <u16 name="data.mDay1" value="#"/> - Item Quantity 2 - 2, 3 and 4 HAVE to equal Item Quantity 1
    <u16 name="data.mDay2" value="#"/> - Item Quantity 3 - 2, 3 and 4 HAVE to equal Item Quantity 1
    <u16 name="data.mDay3" value="#"/> - Item Quantity 4 - 2, 3 and 4 HAVE to equal Item Quantity 1
    <s8 name="data.mMutationPool" value="0"/> - UNKNOWN
    <s8 name="data.mOwnerId" value="#"/> - Who the Item belongs to, 0= Main Character, 1= Main Pawn, etc.
    <u32 name="data.mKey" value="0"/> - UNKNOWN
    </class>
    <class type="sItemManager::cITEM_PARAM_DATA"> - Chestplate
    <s16 name="data.mNum" value="#"/> - Item Quantity 1
    <s16 name="data.mItemNo" value="#"/> - Item ID
    <u32 name="data.mFlag" value="#"/> - Item Level/Tier - Tier ID list below
    <u16 name="data.mChgNum" value="0"/> - UNKNOWN
    <u16 name="data.mDay1" value="#"/> - Item Quantity 2 - 2, 3 and 4 HAVE to equal Item Quantity 1
    <u16 name="data.mDay2" value="#"/> - Item Quantity 3 - 2, 3 and 4 HAVE to equal Item Quantity 1
    <u16 name="data.mDay3" value="#"/> - Item Quantity 4 - 2, 3 and 4 HAVE to equal Item Quantity 1
    <s8 name="data.mMutationPool" value="0"/> - UNKNOWN
    <s8 name="data.mOwnerId" value="#"/> - Who the Item belongs to, 0= Main Character, 1= Main Pawn, etc.
    <u32 name="data.mKey" value="0"/> - UNKNOWN
    </class>
    <class type="sItemManager::cITEM_PARAM_DATA"> - Gauntlets
    <s16 name="data.mNum" value="#"/> - Item Quantity 1
    <s16 name="data.mItemNo" value="#"/> - Item ID
    <u32 name="data.mFlag" value="#"/> - Item Level/Tier - Tier ID list below
    <u16 name="data.mChgNum" value="0"/> - UNKNOWN
    <u16 name="data.mDay1" value="#"/> - Item Quantity 2 - 2, 3 and 4 HAVE to equal Item Quantity 1
    <u16 name="data.mDay2" value="#"/> - Item Quantity 3 - 2, 3 and 4 HAVE to equal Item Quantity 1
    <u16 name="data.mDay3" value="#"/> - Item Quantity 4 - 2, 3 and 4 HAVE to equal Item Quantity 1
    <s8 name="data.mMutationPool" value="0"/> - UNKNOWN
    <s8 name="data.mOwnerId" value="#"/> - Who the Item belongs to, 0= Main Character, 1= Main Pawn, etc.
    <u32 name="data.mKey" value="0"/> - UNKNOWN
    </class>
    <class type="sItemManager::cITEM_PARAM_DATA"> - Greaves
    <s16 name="data.mNum" value="#"/> - Item Quantity 1
    <s16 name="data.mItemNo" value="#"/> - Item ID
    <u32 name="data.mFlag" value="#"/> - Item Level/Tier - Tier ID list below
    <u16 name="data.mChgNum" value="0"/> - UNKNOWN
    <u16 name="data.mDay1" value="#"/> - Item Quantity 2 - 2, 3 and 4 HAVE to equal Item Quantity 1
    <u16 name="data.mDay2" value="#"/> - Item Quantity 3 - 2, 3 and 4 HAVE to equal Item Quantity 1
    <u16 name="data.mDay3" value="#"/> - Item Quantity 4 - 2, 3 and 4 HAVE to equal Item Quantity 1
    <s8 name="data.mMutationPool" value="0"/> - UNKNOWN
    <s8 name="data.mOwnerId" value="#"/> - Who the Item belongs to, 0= Main Character, 1= Main Pawn, etc.
    <u32 name="data.mKey" value="0"/> - UNKNOWN
    </class>
    <class type="sItemManager::cITEM_PARAM_DATA"> - Cape
    <s16 name="data.mNum" value="#"/> - Item Quantity 1
    <s16 name="data.mItemNo" value="#"/> - Item ID
    <u32 name="data.mFlag" value="#"/> - Item Level/Tier - Tier ID list below
    <u16 name="data.mChgNum" value="0"/> - UNKNOWN
    <u16 name="data.mDay1" value="#"/> - Item Quantity 2 - 2, 3 and 4 HAVE to equal Item Quantity 1
    <u16 name="data.mDay2" value="#"/> - Item Quantity 3 - 2, 3 and 4 HAVE to equal Item Quantity 1
    <u16 name="data.mDay3" value="#"/> - Item Quantity 4 - 2, 3 and 4 HAVE to equal Item Quantity 1
    <s8 name="data.mMutationPool" value="0"/> - UNKNOWN
    <s8 name="data.mOwnerId" value="#"/> - Who the Item belongs to, 0= Main Character, 1= Main Pawn, etc.
    <u32 name="data.mKey" value="0"/> - UNKNOWN
    </class>
    <class type="sItemManager::cITEM_PARAM_DATA"> - Ring
    <s16 name="data.mNum" value="#"/> - Item Quantity 1
    <s16 name="data.mItemNo" value="#"/> - Item ID
    <u32 name="data.mFlag" value="#"/> - Item Level/Tier - Tier ID list below
    <u16 name="data.mChgNum" value="0"/> - UNKNOWN
    <u16 name="data.mDay1" value="#"/> - Item Quantity 2 - 2, 3 and 4 HAVE to equal Item Quantity 1
    <u16 name="data.mDay2" value="#"/> - Item Quantity 3 - 2, 3 and 4 HAVE to equal Item Quantity 1
    <u16 name="data.mDay3" value="#"/> - Item Quantity 4 - 2, 3 and 4 HAVE to equal Item Quantity 1
    <s8 name="data.mMutationPool" value="0"/> - UNKNOWN
    <s8 name="data.mOwnerId" value="#"/> - Who the Item belongs to, 0= Main Character, 1= Main Pawn, etc.
    <u32 name="data.mKey" value="0"/> - UNKNOWN
    </class>
    <class type="sItemManager::cITEM_PARAM_DATA"> - UNKNOWN
    <s16 name="data.mNum" value="#"/> - Item Quantity 1
    <s16 name="data.mItemNo" value="#"/> - Item ID
    <u32 name="data.mFlag" value="#"/> - Item Level/Tier - Tier ID list below
    <u16 name="data.mChgNum" value="0"/> - UNKNOWN
    <u16 name="data.mDay1" value="#"/> - Item Quantity 2 - 2, 3 and 4 HAVE to equal Item Quantity 1
    <u16 name="data.mDay2" value="#"/> - Item Quantity 3 - 2, 3 and 4 HAVE to equal Item Quantity 1
    <u16 name="data.mDay3" value="#"/> - Item Quantity 4 - 2, 3 and 4 HAVE to equal Item Quantity 1
    <s8 name="data.mMutationPool" value="0"/> - UNKNOWN
    <s8 name="data.mOwnerId" value="#"/> - Who the Item belongs to, 0= Main Character, 1= Main Pawn, etc.
    <u32 name="data.mKey" value="0"/> - UNKNOWN
    </class>
    </array>
    <class name="mPresentItem" type="sItemManager::cITEM_PARAM_DATA"> - UNKNOWN
    <s16 name="data.mNum" value="#"/> - Item Quantity 1
    <s16 name="data.mItemNo" value="#"/> - Item ID
    <u32 name="data.mFlag" value="#"/> - Item Level/Tier - Tier ID list below
    <u16 name="data.mChgNum" value="0"/> - UNKNOWN
    <u16 name="data.mDay1" value="#"/> - Item Quantity 2 - 2, 3 and 4 HAVE to equal Item Quantity 1
    <u16 name="data.mDay2" value="#"/> - Item Quantity 3 - 2, 3 and 4 HAVE to equal Item Quantity 1
    <u16 name="data.mDay3" value="#"/> - Item Quantity 4 - 2, 3 and 4 HAVE to equal Item Quantity 1
    <s8 name="data.mMutationPool" value="0"/> - UNKNOWN
    <s8 name="data.mOwnerId" value="#"/> - Who the Item belongs to, 0= Main Character, 1= Main Pawn, etc.
    <u32 name="data.mKey" value="0"/> - UNKNOWN
    </class>
    TIER ID's:
    Code:
    3 - No Stars, Tier 0
    13 - 1 Star, Tier 1
    19 - 2 Stars, Tier 2
    35 - 3 Stars, Tier 3
    67 - Wyrmfire, Tier 4 (MAX)


    Stats: DO NOT MOD THESE ON YOUR PAWN
    Code:
    <f32 name="mHp" value="#.000000"/> - Current Health
    <f32 name="mHpMax" value="#.000000"/> - Max Health
    <f32 name="mHpMaxWhite" value="#.000000"/> - Max Health you can heal with magick
    <f32 name="mStamina" value="#.000000"/> - Current Stamina
    <f32 name="mStaminaBase" value="#.000000"/> - UNKNOWN
    <f32 name="mStaminaLv" value="#.000000"/> - UNKNOWN
    <f32 name="mBasicAttack" value="#.000000"/> - Strength
    <f32 name="mBasicDefend" value="#.000000"/> - Defense
    <f32 name="mBasicMgcAttack" value="#.000000"/> - Magick Strength
    <f32 name="mBasicMgcDefend" value="#.000000"/> - Magick Defense


    Experience and Discipline Points:
    Code:
    <u32 name="mExp" value="#"/> - Experience for character's level
    <u32 name="mNextExp" value="#"/> - Experience needed til next level
    <array name="mJobExp" type="u32" count="10">
    <u32 value="#"/> - Total Vocation Experience Earned
    <u32 value="#"/> - Total Vocation Experience Earned
    <u32 value="#"/> - Total Vocation Experience Earned
    <u32 value="#"/> - Total Vocation Experience Earned
    <u32 value="#"/> - Total Vocation Experience Earned
    <u32 value="#"/> - Total Vocation Experience Earned
    <u32 value="#"/> - Total Vocation Experience Earned
    <u32 value="#"/> - Total Vocation Experience Earned
    <u32 value="#"/> - Total Vocation Experience Earned
    <u32 value="#"/> - Total Vocation Experience Earned
    </array>
    <array name="mJobNextExp" type="u32" count="10">
    <u32 value="#"/> - Experience needed to next Vocation Level/Rank
    <u32 value="#"/> - Experience needed to next Vocation Level/Rank
    <u32 value="#"/> - Experience needed to next Vocation Level/Rank
    <u32 value="#"/> - Experience needed to next Vocation Level/Rank
    <u32 value="#"/> - Experience needed to next Vocation Level/Rank
    <u32 value="#"/> - Experience needed to next Vocation Level/Rank
    <u32 value="#"/> - Experience needed to next Vocation Level/Rank
    <u32 value="#"/> - Experience needed to next Vocation Level/Rank
    <u32 value="#"/> - Experience needed to next Vocation Level/Rank
    <u32 value="#"/> - Experience needed to next Vocation Level/Rank
    </array>
    <array name="mJobPoint" type="s32" count="10">
    <s32 value="#"/> - Discipline Points - Max = 999999
    <s32 value="#"/> - Discipline Points - Max = 999999
    <s32 value="#"/> - Discipline Points - Max = 999999
    <s32 value="#"/> - Discipline Points - Max = 999999
    <s32 value="#"/> - Discipline Points - Max = 999999
    <s32 value="#"/> - Discipline Points - Max = 999999
    <s32 value="#"/> - Discipline Points - Max = 999999
    <s32 value="#"/> - Discipline Points - Max = 999999
    <s32 value="#"/> - Discipline Points - Max = 999999
    <s32 value="#"/> - Discipline Points - Max = 999999
    </array>
    <s32 name="mGold" value="#"/> - Gold - Max = 99999999
    <s32 name="OnlinePoint" value="99999999"/> - Rift Crystals - Max = 99999999


    PAWN DATA INFO ONLY
    Study Flag/Knowledge:
    Code:
    <array name="mStudyFlag" type="u32" count="322"> - Bestiary, Quest and Travel Knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
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    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge


    Pawn Rating:
    Code:
    <u8 name="mTotalValApp" value="#"/> - Appearance Rating - Max= 5
    <u8 name="mTotalValBtl" value="#"/> - Battle Rating - Max= 5
    <u8 name="mTotalValCont" value="#"/> - Helpfulness Rating - Max= 5


    Pawn Leaderboard Ranking: (NEW)
    Code:
    <class name="mNetGameData" type="sSave::networkGameData"> - SEARCH FOR THIS
    <s32 name="mTotalValApp" value="#"/> - Total Appearance Rating Stars Obtained
    <s32 name="mTotalValBtl" value="#"/> - Total Battle Rating Stars Obtained
    <s32 name="mTotalValCont" value="#"/> - Total Helpfulness Rating Stars Obtained
    <s32 name="mTotalValNum" value="#"/> - Total number times your Pawn has been rated
    <s32 name="mLentPawnTotalNum" value="#"/> - Total number of times your Pawn has been rented


    INVENTORY INFO

    Inventory (Item ID swapping/Item Adding):
    Code:
    <array name="mItem" type="class" count="4">
    <class type="cSAVE_DATA_ITEM">
    <u32 name="mItemCount" value="#"/> - Number of Items in Inventory
    <array name="mItem" type="class" count="256">
    <class type="sItemManager::cITEM_PARAM_DATA">
    <s16 name="data.mNum" value="#"/> - Item Quantity 1
    <s16 name="data.mItemNo" value="#"/> - Item ID
    <u32 name="data.mFlag" value="#"/> - Item Level/Tier - Tier ID list below
    <u16 name="data.mChgNum" value="0"/> - UNKNOWN
    <u16 name="data.mDay1" value="#"/> - Item Quantity 2 - 2, 3 and 4 HAVE to equal Item Quantity 1
    <u16 name="data.mDay2" value="#"/> - Item Quantity 3 - 2, 3 and 4 HAVE to equal Item Quantity 1
    <u16 name="data.mDay3" value="#"/> - Item Quantity 4 - 2, 3 and 4 HAVE to equal Item Quantity 1
    <s8 name="data.mMutationPool" value="0"/> - UNKNOWN
    <s8 name="data.mOwnerId" value="#"/> - Who the Item belongs to, 0= Main Character, 1= Main Pawn, etc.
    <u32 name="data.mKey" value="0"/> - UNKNOWN
    </class>
    <class type="sItemManager::cITEM_PARAM_DATA"> - BLANK ITEM/NO ITEM
    <s16 name="data.mNum" value="0"/>
    <s16 name="data.mItemNo" value="-1"/>
    <u32 name="data.mFlag" value="0"/>
    <u16 name="data.mChgNum" value="0"/>
    <u16 name="data.mDay1" value="0"/>
    <u16 name="data.mDay2" value="0"/>
    <u16 name="data.mDay3" value="0"/>
    <s8 name="data.mMutationPool" value="0"/>
    <s8 name="data.mOwnerId" value="0"/>
    <u32 name="data.mKey" value="0"/>
    </class>
    ...
    More Item Area
    ...


    Storage Items:
    Code:
    <u32 name="mStorageItemCount" value="#"/> - Number of Items in Storage
    <array name="mStorageItem" type="class" count="4278">
    <class type="sItemManager::cITEM_PARAM_DATA">
    <s16 name="data.mNum" value="#"/> - Item Quantity 1
    <s16 name="data.mItemNo" value="#"/> - Item ID
    <u32 name="data.mFlag" value="#"/> - Item Level/Tier - Tier ID list below
    <u16 name="data.mChgNum" value="0"/> - UNKNOWN
    <u16 name="data.mDay1" value="#"/> - Item Quantity 2 - 2, 3 and 4 HAVE to equal Item Quantity 1
    <u16 name="data.mDay2" value="#"/> - Item Quantity 3 - 2, 3 and 4 HAVE to equal Item Quantity 1
    <u16 name="data.mDay3" value="#"/> - Item Quantity 4 - 2, 3 and 4 HAVE to equal Item Quantity 1
    <s8 name="data.mMutationPool" value="0"/> - UNKNOWN
    <s8 name="data.mOwnerId" value="#"/> - Who the Item belongs to, 0= Main Character, 1= Main Pawn, etc.
    <u32 name="data.mKey" value="0"/> - UNKNOWN
    </class>
    <class type="sItemManager::cITEM_PARAM_DATA"> - BLANK ITEM/NO ITEM
    <s16 name="data.mNum" value="0"/>
    <s16 name="data.mItemNo" value="-1"/>
    <u32 name="data.mFlag" value="0"/>
    <u16 name="data.mChgNum" value="0"/>
    <u16 name="data.mDay1" value="0"/>
    <u16 name="data.mDay2" value="0"/>
    <u16 name="data.mDay3" value="0"/>
    <s8 name="data.mMutationPool" value="0"/>
    <s8 name="data.mOwnerId" value="0"/>
    <u32 name="data.mKey" value="0"/>
    </class>


    CHARACTER AND PAWN APPEARANCE

    Character Appearance:
    Code:
    <class name="mEditPl" type="cSAVE_DATA_EDIT"> - SEARCH FOR THIS
    <array name="(u8*)mNameStr" type="u8" count="25"> - Character Name
    <u8 value="73"/> - Decimal value for Hex Letter Value (Name is currently set to Idlehands88)
    <u8 value="100"/>
    <u8 value="108"/>
    <u8 value="101"/>
    <u8 value="104"/>
    <u8 value="97"/>
    <u8 value="110"/>
    <u8 value="100"/>
    <u8 value="115"/>
    <u8 value="56"/>
    <u8 value="56"/>
    <u8 value="0"/>
    <u8 value="0"/>
    <u8 value="0"/>
    <u8 value="0"/>
    <u8 value="0"/>
    <u8 value="0"/>
    <u8 value="0"/>
    <u8 value="0"/>
    <u8 value="0"/>
    <u8 value="0"/>
    <u8 value="0"/>
    <u8 value="0"/>
    <u8 value="0"/>
    <u8 value="0"/>
    </array>
    <u8 name="mGender" value="#"/> - Male=0, Female =1
    <u32 name="mNickname" value="#"/>
    <u8 name="mVoice" value="#"/>
    <u8 name="mPersonality" value="#"/>
    <u8 name="mFaceBase" value="#"/>
    <u8 name="mFaceEye" value="#"/>
    <u8 name="mFaceEyebrow" value="#"/>
    <u8 name="mFaceNose" value="#"/>
    <u8 name="mFaceMouth" value="#"/>
    <u8 name="mFaceEar" value="#"/>
    <u8 name="mOfsXFaceEye" value="#"/>
    <u8 name="mOfsYFaceEye" value="#"/>
    <u8 name="mOfsXFaceEyebrow" value="#"/>
    <u8 name="mOfsYFaceEyebrow" value="#"/>
    <u8 name="mOfsYFaceNose" value="#"/>
    <u8 name="mOfsYFaceMouth" value="#"/>
    <u8 name="mOfsYFaceEar" value="#"/>
    <u8 name="mOfsZFaceEar" value="#"/>
    <u8 name="mSclFaceEye" value="#"/>
    <u8 name="mSclFaceNose" value="#"/>
    <u8 name="mBodySlender" value="#"/>
    <u8 name="mBodyMuscle" value="#"/>
    <u8 name="mBustScale" value="#"/> - Booby Size
    <u8 name="mHumanBodyAll" value="#"/>
    <u8 name="mHumanHead" value="#"/>
    <u8 name="mHumanBody" value="#"/>
    <u8 name="mHumanArm" value="#"/>
    <u8 name="mHumanLeg" value="#"/>
    <u8 name="mMovement" value="#"/>
    <u8 name="mPosture" value="#"/>
    <u8 name="mWrinkleFace" value="#"/>
    <u8 name="mMakeupFace" value="#"/>
    <u8 name="mScarNo" value="#"/>
    <u8 name="mColorHair" value="#"/>
    <u8 name="mColorEyeR" value="#"/>
    <u8 name="mColorEyeL" value="#"/>
    <u8 name="mColorBody" value="#"/>
    <u8 name="mColorBeard" value="#"/>
    <u8 name="mColorEyebrow" value="#"/>
    <u8 name="mColorMakeup" value="#"/>
    <u8 name="mHairNo" value="#"/>
    <u8 name="mBeardNo" value="#"/>
    </class>


    Pawn Appearance:
    Code:
    <class name="mEditPawn" type="cSAVE_DATA_EDIT"> - SEARCH FOR THIS
    <array name="(u8*)mNameStr" type="u8" count="25">
    <u8 value="73"/> - Decimal value for Hex Letter Value (Name is currently set to Idlehands88)
    <u8 value="100"/>
    <u8 value="108"/>
    <u8 value="101"/>
    <u8 value="104"/>
    <u8 value="97"/>
    <u8 value="110"/>
    <u8 value="100"/>
    <u8 value="115"/>
    <u8 value="56"/>
    <u8 value="56"/>
    <u8 value="0"/>
    <u8 value="0"/>
    <u8 value="0"/>
    <u8 value="0"/>
    <u8 value="0"/>
    <u8 value="0"/>
    <u8 value="0"/>
    <u8 value="0"/>
    <u8 value="0"/>
    <u8 value="0"/>
    <u8 value="0"/>
    <u8 value="0"/>
    <u8 value="0"/>
    <u8 value="0"/>
    </array>
    <u8 name="mGender" value="#"/> - Male=0, Female =1
    <u32 name="mNickname" value="#"/>
    <u8 name="mVoice" value="#"/>
    <u8 name="mPersonality" value="#"/>
    <u8 name="mFaceBase" value="#"/>
    <u8 name="mFaceEye" value="#"/>
    <u8 name="mFaceEyebrow" value="#"/>
    <u8 name="mFaceNose" value="#"/>
    <u8 name="mFaceMouth" value="#"/>
    <u8 name="mFaceEar" value="#"/>
    <u8 name="mOfsXFaceEye" value="#"/>
    <u8 name="mOfsYFaceEye" value="#"/>
    <u8 name="mOfsXFaceEyebrow" value="#"/>
    <u8 name="mOfsYFaceEyebrow" value="#"/>
    <u8 name="mOfsYFaceNose" value="#"/>
    <u8 name="mOfsYFaceMouth" value="#"/>
    <u8 name="mOfsYFaceEar" value="#"/>
    <u8 name="mOfsZFaceEar" value="#"/>
    <u8 name="mSclFaceEye" value="#"/>
    <u8 name="mSclFaceNose" value="#"/>
    <u8 name="mBodySlender" value="#"/>
    <u8 name="mBodyMuscle" value="#"/>
    <u8 name="mBustScale" value="#"/> - Booby Size
    <u8 name="mHumanBodyAll" value="#"/>
    <u8 name="mHumanHead" value="#"/>
    <u8 name="mHumanBody" value="#"/>
    <u8 name="mHumanArm" value="#"/>
    <u8 name="mHumanLeg" value="#"/>
    <u8 name="mMovement" value="#"/>
    <u8 name="mPosture" value="#"/>
    <u8 name="mWrinkleFace" value="#"/>
    <u8 name="mMakeupFace" value="#"/>
    <u8 name="mScarNo" value="#"/>
    <u8 name="mColorHair" value="#"/>
    <u8 name="mColorEyeR" value="#"/>
    <u8 name="mColorEyeL" value="#"/>
    <u8 name="mColorBody" value="#"/>
    <u8 name="mColorBeard" value="#"/>
    <u8 name="mColorEyebrow" value="#"/>
    <u8 name="mColorMakeup" value="#"/>
    <u8 name="mHairNo" value="#"/>
    <u8 name="mBeardNo" value="#"/>
    </class>


    Extra Appearance Options:
    Code:
    <s32 name="mSurgeryTicket" value="#"/> - Number of times you can access the "Edit Character" Screen from Main Menu
    <array name="mHariColor" type="bool" count="7"> - Extra Hair Colors Unlocked
    <bool value="true"/>
    <bool value="true"/>
    <bool value="true"/>
    <bool value="true"/>
    <bool value="true"/>
    <bool value="true"/>
    <bool value="true"/>
    </array>
    <array name="mSkinColor" type="bool" count="7"> - Extra Skin Colors Unlocked
    <bool value="true"/>
    <bool value="true"/>
    <bool value="true"/>
    <bool value="true"/>
    <bool value="true"/>
    <bool value="true"/>
    <bool value="true"/>
    </array>
    <array name="mMakeupColor" type="bool" count="7"> - Extra Makeup Colors Unlocked
    <bool value="true"/>
    <bool value="true"/>
    <bool value="true"/>
    <bool value="true"/>
    <bool value="true"/>
    <bool value="true"/>
    <bool value="true"/>
    </array>


    dmca Do not post this on any other website without my permission!!!
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  3. #2
    Senior Member
    Xenoith is offline
    Join Date : Oct 2011
    Location : Drangleic
    Posts : 145
    Array

    Re: [Repost][Tutorial] Dragon's Dogma Full Save Editing by Idlehands88

    Quote Originally Posted by Idlehands88 View Post
    Use your computer's calculator and go to "View>Programmer" and you will see at the left side Hex, Dec, Oct and Bin. Select Hex and type in the Hex value of the ID and then select the Dec and it'll display the Decimal value for the Hex value you entered.

    18E = 398


    Repost of the hex editing tutorial for item finding.


    Quote Originally Posted by Idlehands88 View Post
    Code:
    <u32 name="mInfo[ INFO_TYPE_BELLIGERENT ].mInfoType" value="0"/>
    <f32 name="mInfo[ INFO_TYPE_BELLIGERENT ].mValue" value="879.320251"/>
    <u32 name="mInfo[ INFO_TYPE_BELLIGERENT ].mStatus" value="0"/>
    <u32 name="mInfo[ INFO_TYPE_PRUDENT ].mInfoType" value="1"/>
    <f32 name="mInfo[ INFO_TYPE_PRUDENT ].mValue" value="965.880127"/>
    <u32 name="mInfo[ INFO_TYPE_PRUDENT ].mStatus" value="0"/>
    <u32 name="mInfo[ INFO_TYPE_POOR_AIM ].mInfoType" value="2"/>
    <f32 name="mInfo[ INFO_TYPE_POOR_AIM ].mValue" value="547.120544"/>
    <u32 name="mInfo[ INFO_TYPE_POOR_AIM ].mStatus" value="0"/>
    <u32 name="mInfo[ INFO_TYPE_STRATEGY ].mInfoType" value="3"/>
    <f32 name="mInfo[ INFO_TYPE_STRATEGY ].mValue" value="1000.000000"/>
    <u32 name="mInfo[ INFO_TYPE_STRATEGY ].mStatus" value="2"/>
    <u32 name="mInfo[ INFO_TYPE_TACTICS ].mInfoType" value="4"/>
    <f32 name="mInfo[ INFO_TYPE_TACTICS ].mValue" value="796.717590"/>
    <u32 name="mInfo[ INFO_TYPE_TACTICS ].mStatus" value="0"/>
    <u32 name="mInfo[ INFO_TYPE_PROTECTION ].mInfoType" value="5"/>
    <f32 name="mInfo[ INFO_TYPE_PROTECTION ].mValue" value="999.520020"/>
    <u32 name="mInfo[ INFO_TYPE_PROTECTION ].mStatus" value="1"/>
    <u32 name="mInfo[ INFO_TYPE_SAME_SUPPORT ].mInfoType" value="6"/>
    <f32 name="mInfo[ INFO_TYPE_SAME_SUPPORT ].mValue" value="868.260498"/>
    <u32 name="mInfo[ INFO_TYPE_SAME_SUPPORT ].mStatus" value="0"/>
    <u32 name="mInfo[ INFO_TYPE_CURIOSITY ].mInfoType" value="7"/>
    <f32 name="mInfo[ INFO_TYPE_CURIOSITY ].mValue" value="637.760498"/>
    <u32 name="mInfo[ INFO_TYPE_CURIOSITY ].mStatus" value="0"/>
    <u32 name="mInfo[ INFO_TYPE_GATHER ].mInfoType" value="8"/>
    <f32 name="mInfo[ INFO_TYPE_GATHER ].mValue" value="687.759705"/>
    <u32 name="mInfo[ INFO_TYPE_GATHER ].mStatus" value="0"/>
    <u32 name="mInfo[ INFO_TYPE_WHATEVER ].mStatus" value="#"/> 1= Primary, 2= Secondary
    How to edit inclinations.
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  5. #3
    Member
    Rpg_Fan
    xyrex is offline
    Join Date : Jan 2011
    Location : Lithuania
    Age : 32
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    Re: [Repost][Tutorial] Dragon's Dogma Full Save Editing by Idlehands88

    Just found new enchantment tier ID 515 is for silver dragonforged. Will post the gold dragonforged,the strongest new tier, as soon as i'll find all of the items needed for the enchantment.
    Downloads : 15 || Uploads : 0 || Rep Power : 4869 || Posts : 53 || Thanks : 82 || Thanked 11 Times in 9 Posts



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  7. #4
    Senior Member
    Cruor is offline
    Join Date : Sep 2011
    Location : Los Angeles
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    Re: [Repost][Tutorial] Dragon's Dogma Full Save Editing by Idlehands88

    Thanks for the info, and thanks for the awesome pic of Elizabeth. BIOSHOCK!!!!
    Downloads : 21 || Uploads : 0 || Rep Power : 4907 || Posts : 320 || Thanks : 507 || Thanked 97 Times in 52 Posts



    Help me get 16 GB's of Space on Dropbox. = ] http://db.tt/ZPUdJHeX
    GTA V Online Crew Recruitment/ Forum http://www.360haven.com/forums/threa...um/#post225160

  8. #5
    julien804

    Re: [Repost][Tutorial] Dragon's Dogma Full Save Editing by Idlehands88

    for the equip in gold dragon the code is 1027

    it's possible to have a item list with the new equip please (sorry for my English im french and not good in this language lol)

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    Re: [Repost][Tutorial] Dragon's Dogma Full Save Editing by Idlehands88

    Quote Originally Posted by julien804 View Post
    for the equip in gold dragon the code is 1027

    it's possible to have a item list with the new equip please (sorry for my English im french and not good in this language lol)
    Cool. Looking for more IDs, so BUMP! Also a reminder, do not post questions here please, refer to the old thread if you have questions. Trying to keep this thread clean of questions so it doesn't get flooded.

    I have yet to confirm this, but I believe that players CANNOT mod Dark Arisen (2nd Edition) items into Dark Arisen (1st Edition) into their game save. Unsure if this is possible.
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    Re: [Repost][Tutorial] Dragon's Dogma Full Save Editing by Idlehands88

    Got the codes to pimp out your Assassin
    709 - Framae Blades
    793 - Darkening Storm
    884 - Hood of Oblivion
    889 - Coat of Oblivion
    1050 - Gauntlets of Oblivion
    1052 - Boots of Oblivion
    1146 - Hellfire Cloak

    Also, the item sets are in a sequential/tier based order depending on the type of item (this is similar to how the item codes were in the original as well).
    For example, with 709 being Framae Blades, 708 is the Sapfire Daggers, and 707 is the Helmbarte Daggers. To further elaborate, taking a value of 1 off any of the Oblivion gear will get you the Shadow gear.

    I'm assuming the same system applies with the other tiers of gear (the plate mail/caster equivalents).

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    Re: [Repost][Tutorial] Dragon's Dogma Full Save Editing by Idlehands88

    I'll try that and see if 794 works for the Revenant Wail.

    Anybody know the ID for the Sanguine Stalk?

 

 
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